Creatures Moving Faster than the Speed of Sound (3.5e Other)
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Moving Faster than Sound[edit]
Characters moving faster than the speed of sound carry with them a force on par with natural disasters. A creature that can move more than 6750ft in a round can break the sound barrier and leaves a sonic boom as well as a wind tunnel in their wake as described below. All DCs increase by +4 for each "Mach" you achieve (13,500ft is Mach 2, 20,250ft is Mach 3, and so on). In addition, any character running faster than the speed of sound also becomes immune to ranged weapons while moving (siege weapons take a -8).
Wind Tunnel- Creatures and objects that are too close to a character running at the speed of sound must overcome the rush of air left behind. It affects as a cylinder behind the character the effect depends on the size of the creature or object and the distance from the character. Flying creatures are considered one size category smaller for this purpose. Saves are fortitude and negate the effects if successful.
Distance | Size | Effect | DC |
---|---|---|---|
15ft | Medium or smaller | Sucked In | 20 |
Large | Pulled Forward | ||
Huge | Checked | ||
Gargantuan or larger | None | ||
30ft | Small or smaller | Sucked In | 18 |
Medium | Pulled Forward | ||
Large or Huge | Checked | ||
Gargantuan or larger | None | ||
60ft | Tiny | Sucked In | 15 |
Small | Pulled Forward | ||
Medium | Checked | ||
Large or larger | None |
Sucked In: creatures on the ground sucked into the vortex of air behind the character are knocked prone and roll 1d4x10ft taking 1d4 points of nonlethal damage per 10ft. Flying creatures are pulled 2d6x10ft.
Pulled Forward: creatures are knocked prone by wind force. flying creatures are instead sucked in for 1d6x10ft.
Checked: Creatures are unable to move the opposite direction as the character. Flying creatures are sucked in for 1d6x5ft.
Sonic Boom- Creatures and objects within 60ft of the character's original square (including the creature moving) take 4d6 points of sonic damage and are deafened for 1d6 minutes(fort save DC 25 halves damage and negates deafness; the creature moving can save versus deafness, but always takes full damage). Creatures within 100ft must save (DC 20) versus deafness as well.
Drawbacks- If a character that is moving above the speed of sound is stopped (through Attacks of Opportunities, trip attempts, failed balance checks, etc.) abruptly, the character takes damage as if they fell from the distance travelled. For example, if a character with a 675ft movement speed and the sprint feat were to run and was tripped after travelling 100ft takes damage as if they had fallen a 100ft drop (10d6). A character attempting to stop must spend a move action to do so. In addition, creatures who are braced for a charge attack gain a +2 to attacks versus a character moving at these speeds, even if the creature is not the target of the charge or if the creature moving is not making a charge attack.
Special- A creature in water must move a great deal faster to break the sonic barrier. While underwater, use the rules shown above, except using 29,500ft as "Mach 1".